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ACDG5: The Wardroom

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  • Regarding the switch, I tend to overrate the WP way too much. Drones can be a pest, especially while expanding as fast as we do. I wouldn't oppose the switch to Human Genome, therefore.

    (1) I'm totally in favor of the Recycling Tanks, the return on investment is excellent in my opinion.

    (2) A river will run through it then. No problem with me.
    All your base are belong to us

    Comment


    • I'm wondering if the AI looks at the secret project the human player is building and imitates.

      I suggest the following deception strategy.

      We continue building the Weather Paradigm until we're one turn away or the AI has built it.

      If the AI builds the Weather Paradigm, switch to the Merchant Exchange until we're one turn away or the AI has built it.

      When we're one turn away from building the Weather Paradigm or the Merchant Exchange, then we switch to the Human Genome Project.
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

      Comment


      • FOR 2115:

        (1) HQ CP builds "North" (feel free to choose a name). You should receive a bureaucracy limit warning.

        (2) Change production of "North" to (1)-1-4 Gun Foil and hurry for 25 energy credits.

        (3) Hold HQ scout in "North."

        (4) BRCM scout moves along road to HQ and re-homes to HQ.

        (5) Independent scout in HQ moves along road to monolith 3 sq. NW of HQ. DO NOT investigate monolith 2 sq. NW of HQ. DO investigate monolith 3 sq. NW of HQ. (Moves (4) and (5) serve several purposes: it frees a support slot for BRCM and it will promote the independent scout in HQ. We will switch the independent scout for the HQ scout in North next turn.)

        (6) Change BRCM production to 0-2-2 Rover Former.

        (7) East gun foil pops pod. If no materials pod, reset BRCM to Recycling Tanks. If no mindworm, move East gun foil 1 sq. SW. (We're trolling for mindworms. If one is detected, attack it. Since the gun foil is in an enclosed sea, we have only two options for it. We could disband it in a base for 10 minerals or we can troll for mindworms until it is destroyed. Every mindworm we successfully attack is worth 10 energy credits.)

        (8) BRCM former moves 1 sq. N.

        (9) East (independent) former cultivates farm.

        (10) Damaged South gun foil moves 1 sq. S, then 1 sq. W.

        (11) Undamaged South gun foil moves 1 sq. NW and then 1 sq. N. Remember our rules for diplomacy and pod popping.

        Potential issues:

        (1) Name of "North." Pick a name.

        (2) Re-homing HQ scout and BRCM scout. I'm trying to shift the support cost from BRCM (and potentially shift the cost from East to BRCM by re-homing the East gun foil).

        (3) Building and hurrying a gun foil at "North." There is one pod visible. This speeds up exploration. I propose that we build a second gun foil at North in subsequent turns, which is why I propose moving the independent scout currently in HQ to "North."

        (4) East gun foil trolling for mindworms. The East gun foil couldn't reach BRCM this turn. If you don't want to troll for mindworm, you could "clean" up the Freshwater Sea by moving back to uncover three black squares.

        (5) Movement of South undamaged gun foil. The sooner that pod near HQ is popped, the sooner we reap the benefits (even if it is a potential 10 energy credits from harvesting a mindworm).

        Note: Moves (4) and (5) are a package deal. If either scout has used up its movement point in attacking a mind worm (and the reason BRCM scout is there is to protect the crawlers from mindworms), then don't move the other one. HQ needs a scout present to suppress drones. The crawlers need to be protected.
        Last edited by vyeh; August 20, 2008, 12:11.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

        Comment


        • Lt. Bodissey,

          Could you edit the 2115 post?

          BETWEEN 2116 AND 2117:

          (1) North builds gun foil. Set production to 0-2-2 rover former.

          FOR 2117:

          (2) North gun foil moves 1 sq. NW, 1 sq. N, pops pod, completes the remainder of its move following our rules.

          (3) East gun foil moves 1 sq. NE, then 1 sq. SW. If a mindworm appears, attack it.

          (4) HQ (independent) former moves 1 sq. W.

          (5) HQ (independent) scout remains in place.

          (6) HQ scout (in HQ) holds.

          (7) East (independent) former builds solar collector.

          (8) East worker moves from sea mineral bonus square to 2-2-0 farm canyon square 1 sq. E of East.

          (9) BRCM former builds road.

          (10) Undamaged South gun foil moves so it ends up adjacent to the pod W of HQ and follows our rules (note the pod is in fungus. If we popped the pod this turn, we wouldn't have any movement points remaining if it turned out to be a mindworm).

          (11) Damaged South gun foil moves 1 sq. W (to avoid the fungus) and completes the rest of its moves following our rules.

          (12) If there has been no material pods, re-set North's production to (1)-1-4 gun foil.

          Potential issues:

          (1) If you don't like the idea of East gun foil trolling for mindworms, you could move it to "clean up" the Freshwater Sea exploration or you could move it into BRCM and disband it for 10 minerals.

          (2) Construction of second North gun foil. Alternatively, you could begin construction on Recycling Tanks. I think it is important to explore.

          (3) Building of Solar Collector by East former. An increase in energy will speed up research. Alternatively, you could move the former 1 sq. N and start building a road toward an expansion base site.
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          Comment


          • Originally posted by vyeh
            Lt. Bodissey,

            Could you edit the 2115 post?

            Done.
            All your base are belong to us

            Comment


            • I see why didn't you pop the pod to the west of the damaged South gun foil last turn? It looks like you would have discovered it on the second move of the gun foil, so the gun foil would have two movement points left. I've discovered that when a gun foil moves into a non-fungus square and pops a mindworm, it loses two movement points. So we need to have three movement points remaining before we pop a pod in a non-fungus square.

              If a gun foil moves into a pod in a fungus square and pops a mindworm, it loses all four movement points. So you might as well move into a pod in a fungus square no matter what your movement point status.

              FOR 2118:

              (1) HQ (independent) former builds road.

              (2) Independent scout 2 sq. SE of North and HQ scout (in North) exchange places and hold. Note this is a package deal. If one can't move from attacking mindworms, then don't move the other.

              (3) East gun foil moves 1 sq. NE, 1 sq. SE in fungus patch (looking for mindworms).

              (4) East former (the one with a movement point) builds solar collector

              (5) Change North production to 0-2-2 rover former.

              (6) Undamaged South gun foil pops pod and continues movement following our rules.

              (7) Damaged South gun foil pops pod to the east. If there are no mindworms, move adjacent to the pod to the west. If there is a mindworm, attack if odds are 1-1 or better. Regardless, get as close to the pod to the west as you can.

              (8) North gun foil explores following our rules.

              (9) If there has been no materials pod, change North production to 0-1-3 transport foil.

              Potential issue:

              (1) Construction of second gun foil at North versus construction of transport foil. With land discovered, a transport foil will allow us to land a scout or a rover and explore. Later, it will allow us to land a colony pod or assault troops.
              Last edited by vyeh; August 21, 2008, 19:15.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • I suggest we contact Morgan.

                Let's try to trade techs and maps on a 1-1 basis.

                It doesn't make sense for us to withhold any of our techs or our map.

                In trading techs, our priorities are:

                (1) Any tech on the Industrial Automation b-line (Planetary Networks, Industrial Economics, Industrial Automation).

                (2) Non-Linear Mathematics

                (3) High Energy Chemistry

                (4) Social Psych (for Drone Control)

                (5) Any other tech.

                Let's try to get a treaty and a pact. Our mission is to "restore unity and cooperation among the expedition leaders."

                Until we've discovered more about where the other factions are, let's not declare vendettas.

                We should see what commlink frequencies Morgan has. It is worth 25 ec to buy one.

                These are my thoughts. What are yours?

                FOR 2118:

                (1) Contact Morgan.

                (2) Trade techs and map on a 1-1 basis.

                (3) Propose treaty and pact with Morgan.

                (4) See if Morgan has anyone else's commlink frequency. Offer to pay 25 ec for one.

                (5) Independent scout 2 sq. SE of North and HQ scout (in North) exchange places and hold.

                (6) Damaged South gun foil pops pod to the east. If there are no mindworms, move adjacent to the pod to the west. If there is a mindworm, attack if odds are 1-1 or better. Regardless, get as close to the pod to the west as you can.

                (7) North gun foil explores following our rules.

                (8) If there has been no materials pod, change North production to 0-1-3 transport foil.
                Last edited by vyeh; August 22, 2008, 08:36.
                Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                Comment


                • Lt. Bodissey,

                  You traded Information Networks for Social Psych. Why don't you edit your post?

                  FOR 2118:

                  (1) Hurry BRCM Recycling Tanks for 56 ec (full rush)

                  Then post a 2118 end turn (no need for a screen shot).
                  Last edited by vyeh; August 22, 2008, 11:41.
                  Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                  Comment


                  • BETWEEN 2118 and 2119:

                    (1) BRCM will build Recycling Tanks. Set production to Colony Pod. (Note that BRCM has a drone suppressed by the garrison. In three turns, it will grow a second drone. We won't have the Human Genome Project for 4 turns, if it isn't snatched away. By rushing the Recycling Tanks, we'll be in a position to hurry a colony pod or recreation commons in three or four turns.

                    FOR 2119:

                    (2) Change production of North to 0-2-2 rover formers.

                    (3) Damaged South gun foil moves 1 sq. S, pops pod. If mindworm, attack if odds are 1-1 or better. Otherwise move 3 sq. N and investigate the monolith.

                    (4) Change North production to 0-1-3 Transport Foil if there has been no materials pod.

                    (5) Undamaged South gun foil moves 2 sq. NW, 1 sq. E (do NOT investigate monolith), 1 sq. NW (DO investigate monolith).

                    (6) Move North gun foil 1 sq. SW, then move it so it ends up at a sea monolith, if possible (DO investigate monolith).

                    (7) HQ (independent) former moves along road to 1 sq. W of HQ (it will plant a forest here; we want to start freeing up monoliths for HQ and North population growth).

                    (8) East gun foil moves 1 sq. NE, 1 sq. SW.
                    Last edited by vyeh; August 22, 2008, 11:59.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • The "Sunken City" has three monoliths visible. This looks like a great site to establish a sea base.

                      Since a colony pod on a foil chassis costs 70 minerals at our current Industry setting, I propose South be set to produce a sea colony pod after it has built the recycling center since it has twice the mineral production of North.

                      Note that a sea colony pod has implicit Recycling Tanks, so its net cost is 30 minerals, the same as a standard colony pod.

                      I also think a colony around the sensor array you've discovered on the continent to the north would be helpful (if you look at the Morgan territory, you will see a whole bunch of sensor arrays that Morgan hasn't had time to build). There is a military advantage to having a base built on a sensor array.

                      I propose that North build a transport foil and HQ build a 2-1-2 recon rover after it finishes the secret project. The intention would be to transport the recon rover to look for a good colony site. When one is discovered, the colony pod being built by BRCM or one built by East would be sent over.

                      We should also consider preparing to colonize east of East. I would suggest that the East former start building a road in that direction.

                      The South former would move to the square south of East and cultivate a farm (to provide South with a 2-2-0 square for its second worker).

                      While HQ former builds a forest to free up a monolith for North's second worker, BRCM former would build a road in the peninsula (saving a turn for the colony pod) and then prepare a square for BRCM's second worker.

                      If South is building a sea colony pod, then one of the South gun foils needs to explore to the southwest and then go east to escort the sea colony pod.

                      I think the other South gun foil should explore in the immediate neighborhood of Sunken City and be available to escort the transport foil.

                      The North gun foil should explore around our land mass and determine if there is a land bridge to the Morganites.

                      Since the only scout outside our bases is protecting the crawlers (once we get Industrial Automation and can replace them, we can stop protecting them), I think this is a plan for all our bases and all of our units.

                      As far as research goes, I assume you will want to research nonlinear mathematics. An alternative is Planetary Networks (probe teams). Planetary Networks would allow us to research Industrial Automation.

                      Although we could switch to Free Market or Fundamentalism, I don't recommend either. We have three gun foils outside our territory. Under Free Market, our garrisons would not suppress drones and those gun foils would create drones.

                      Fundamentalism would be a hit to our research. Since we're only fighting an occasional mindworm, the morale boost of Fundamentalism wouldn't help much and the support bonus of Fundamentalism is no benefit to us since we're not expending any support cost right now.

                      So we should leave our Social Engineering where it is.

                      Let me know if you disagree with any points I've made. I suppose we could send the transport unescorted since it is such a short distance (although I'd hate to lose the 50 minerals represented by the transport and a recon rover).

                      I would insist that a 70 point investment be protected over the four or so turns it would take a sea colony pod to get to the Sunken City.

                      Do you see anything I've overlooked?
                      Last edited by vyeh; August 22, 2008, 17:22.
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • Originally posted by vyeh
                        The "Sunken City" has three monoliths visible. This looks like a great site to establish a sea base.
                        Fine with me, but I'd hate to neglect our military power which seems a bit low to me. Even if our land resources seem limited.

                        Originally posted by vyeh
                        I also think a colony around the sensor array you've discovered on the continent to the north would be helpful (if you look at the Morgan territory, you will see a whole bunch of sensor arrays that Morgan hasn't had time to build). There is a military advantage to having a base built on a sensor array.
                        Land is the key, especially in this map size, therefore I'm in favor of grabbing it as fast as possible. But do we have enough sea power to defend overseas bases? Overextending our network could lead us into a wild goose chase.

                        Originally posted by vyeh
                        I propose that North build a transport foil and HQ build a 2-1-2 recon rover after it finishes the secret project. The intention would be to transport the recon rover to look for a good colony site. When one is discovered, the colony pod being built by BRCM or one built by East would be sent over.
                        As forementioned, it is a tremendous amount of resources towards a goal I consider to be somewhat far away.

                        Originally posted by vyeh
                        We should also consider preparing to colonize east of East. I would suggest that the East former start building a road in that direction.
                        This should be a priority, as bases on our own land mass are more easily defended.

                        Originally posted by vyeh
                        The South former would move to the square south of East and cultivate a farm (to provide South with a 2-2-0 square for its second worker).

                        While HQ former builds a forest to free up a monolith for North's second worker, BRCM former would build a road in the peninsula (saving a turn for the colony pod) and then prepare a square for BRCM's second worker.
                        All of the above do your sense of planning great justice. No objections.

                        Originally posted by vyeh
                        If South is building a sea colony pod, then one of the South gun foils needs to explore to the southwest and then go east to escort the sea colony pod.

                        I think the other South gun foil should explore in the immediate neighborhood of Sunken City and be available to escort the transport foil.

                        The North gun foil should explore around our land mass and determine if there is a land bridge to the Morganites.
                        I would be more in favor of reaping the immediate benefits of pod popping, but your plan sounds more thorough.

                        Originally posted by vyeh
                        Since the only scout outside our bases is protecting the crawlers (once we get Industrial Automation and can replace them, we can stop protecting them), I think this is a plan for all our bases and all of our units.

                        As far as research goes, I assume you will want to research nonlinear mathematics. An alternative is Planetary Networks (probe teams). Planetary Networks would allow us to research Industrial Automation.

                        Although we could switch to Free Market or Fundamentalism, I don't recommend either. We have three gun foils outside our territory. Under Free Market, our garrisons would not suppress drones and those gun foils would create drones.

                        Fundamentalism would be a hit to our research. Since we're only fighting an occasional mindworm, the morale boost of Fundamentalism wouldn't help much and the support bonus of Fundamentalism is no benefit to us since we're not expending any support cost right now.

                        So we should leave our Social Engineering where it is.
                        I'm also in favor of the Frontier social choices for now.

                        To fuel my objections, I think it would be more realistic to concentrate the base building on our main landmass, more easily defended and less costly to populate. And I would hate to see a rover overseas and unavailable to defend our main core of bases, should we be attacked.

                        Don't you think it the time is right to ask for a vote on these options, and maybe other ones?
                        All your base are belong to us

                        Comment


                        • You raise some good points:

                          I agree we need to do more pod popping. It has dramatically improved our position in the last few turns. So, let's change the transport foil at North to a gun foil.

                          I agree we need to construct some more military units. So let's have South and East build a recon rover and plasma sentinel before they build colony pods. Let's have HQ build a recon rover after building the Human Genome Project.

                          While I agree with you that we should focus on our own land mass, I think Sunken City is too good an opportunity to pass up.

                          (1) Military power - how are you measuring military power? The game bases it on the actual units you have. We have to be careful to prototype our most advanced weapons, armor and chassis. Once we've done that, we can build or upgrade "shell" (i.e. 1-1-1, 1-1-2 or (1)-1-4) units provided we have the energy credits.

                          As important as military power are bases to support our military units. With four monoliths and a nutrient bonus, Sunken City could become a powerful base. I would propose establishing it 1 sq. NW of the central monolith. The first production would be to rush a 1-3-1 plasma garrison for defense. If there turns out to be hostile forces in that direction, we could easily build two or three (4)-2-4 impact foils to patrol the area and deny our shores to any transports filled with assault troops. Sunken City would also be a place to marshall our forces for attack. Damaged units could heal.

                          So, I think Sunken City would allow us to field more military power because Sunken City would be able to build and support more units.

                          (2) Sea power - we have three gun foils (East gun foil is trapped for now; if we built a base on a land bridge, that would give East gun foil access to the larger sea. We want to continue exploration, so you're right. We won't be able to commit the sea power until we build Sunken City.

                          (3) Distance - You're right.

                          Suppose we sequence our new base construction this way:

                          (a) As soon as East finishes building the Recycling Tanks, it will construct a plasma sentinel to escort the former building a road to a base three squares away from East to the Northwest. This will prototype the plasma armor. After the plasma garrison is built, East will build a colony pod.

                          (b) BRCM's colony pod will establish a base at the end of the road running NE from BRCM.

                          (c) After HQ builds the Human Genome Project, it will build Recycling Tanks and a recon rover or a recon rover and Recycling Tanks. The recon rover will be sent South to explore.

                          (d) South will first build a recon rover after completing the Recycling Tanks. This will prototype lasers and the speeder chassis. The rover will be sent to explore the East expansion site. Then South will build a sea colony pod.

                          (e) North will switch to a second gun foil.

                          (f) We'll wait on the results of exploration of our land mass and of the seas before deciding whether to establish an overseas base.

                          (4) Pod popping - let's keep popping. But I want the damaged South gun foil to go to the monolith for repair. The North gun foil explores the area to the North East. The undamaged South gun foil will take over for the damaged South gun foil.

                          (5) Overseas rover - You're right. We need to finish exploring our land mass first. And perhaps we can establish a ring of sea bases and impact foils. It makes more sense to expand into Morgan's land mass since we're pact with him.

                          Take a look at Morgan Industries. Morgan Industries is producing 16 nutrients, 17 minerals and 22 energy. The other factions are probably doing as well since Morgan is only leading in wealth. We got to find good base sites to remain competitive. Sunken City is a really good base site.

                          The BRCM expansion site will require some work, but the Freshwater Sea has great energy potential.

                          All we know about the East expansion site is that there is a sea bonus mineral square nearby.

                          (6) Research - let's go for Nonlinear Mathematics since you are concerned about military power.

                          Is the above plan satisfactory to you? We would establish two more land bases on our land mass and Sunken City before thinking about an overseas base. The BRCM expansion base is going to take a bit of former time. We'll need to cultivate farm/construct solar collectors on a moist rolling square. The East expansion base can use the sea bonus mineral square as we can terraform another square for East.

                          Please comment.
                          Last edited by vyeh; August 23, 2008, 01:09.
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                          Comment


                          • What happened to the HQ (independent) former? I had planned to plant a forest on the barren square 1 sq. W of HQ (that would take 4 turns), then move to the river square SW of HQ (2/3 turn) and plant a forest there (4 turns) for a total of 8 turns. Both HQ and North are gaining another worker in 8 turns, so this would have freed up two monoliths for those two workers.

                            Now I could build a road on the current square the former is on (1 turn), build a forest (4 turns), move to another square (1 turn) and build another forest (4 turns). I could skip the roads, but then there would be more time spent getting the former to another spot.

                            Plus, the current spot of the former isn't as well protected (it is exposed to the sea) as the square 1 sq. W of HQ.

                            I guess I can build a road in the current spot (1 turn), move to the square 1 sq. W of HQ (1 1/3 turns), build a forest (4 turns) for a total of 5 turns. Then move to the river square (2/3 turn). In the meantime, I bring up East (independent) former to assist in building the forest on the river square.

                            I think this reflects your concerns.

                            BEFORE ENDING 2119:

                            (1) Switch North to gun foil for more exploration.

                            BETWEEN 2119 AND 2120:

                            (2) We will have researched High Energy Chemistry. We will be given a choice of Nonlinear Mathematics, Polymorphic Software, Planetary Networks, Doctrine: Loyalty, Ethical Calculus and Centauri Empathy. Choose Nonlinear Mathematics. (This reflects your concern about military power.)

                            FOR 2120:

                            (3) East gun foil goes into BRCM, re-homes, then moves 1 sq. W, 1 sq. N (when new base is established, gun foil will escape into the open sea for more pod popping).

                            (4) Damaged South gun foil pops pod and then returns to the Sunken City. (The monolith will repair the gun foil and promote it giving it a better shot in dealing with mindworms.)

                            (5) Undamaged South gun foil moves 2 sq. NW, pops pod and then goes to where the damaged South gun foil is. (We're switching the damaged and undamaged gun foils.)

                            (6) North gun foil moves 1 sq. E, pops pod, then moves in a northwesterly direction (to explore the eastern edge of our land mass and look for more pods).

                            (7) HQ (independent) former builds road.

                            (8) BRCM former moves 1 sq. NE.

                            (9) South (independent) former (the one with a movement point) moves 1 sq. SW.

                            (10) Hurry Recycling Tanks at East for a full payment of 22 energy credits. (East will then construct a plasma garrison)

                            Potential issues:

                            (1) In switching the undamaged and damaged South gun foils, we'll lose a couple of turns; however, when the damaged gun foil investigates the sea monolith, it will gain a promotion, which gives it an additional 12.5% chance against a mind worm and it will be repaired, which will give it another 25% chance against a mindworm. The 37.5% increase in survivability is worth the loss of a couple of turns.

                            (2) The East (now BRCM) gun foil is heading toward the East expansion site. It looks like the land square that is 4 squares away from east has the Freshwater Sea on one side and the open ocean on the other. Once a base is established there, the gun foil will be able to escape from the Freshwater Sea.
                            Last edited by vyeh; August 23, 2008, 00:50.
                            Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                            Comment


                            • Lt. Nahkrinoth reporting.

                              Nonlinear math will put us in a decent fighting position should the need arise. That's a solid research plan.

                              The Sunken City is a fantastic spot for a new base. Maybe even two. That gun foil exploring and then escorting is a fine plan.

                              I don't have an opinion on going north for exploration. It's going to cut into our resources and I don't know how valuable that venture will be.

                              I have two concerns:

                              We have lots of fungus among us. Let's get on those forests and make sure we can defend ourselves from mind worms that will inevitably come for us from the Fungal Fields. I'm not going to explain to some grieving widow that we wouldn't bother holding a bake sale to raise a few credits to get her husband some adequate equipment to save his own life rather than clawing his eyes out and screaming for mercy.

                              Next, are we separated from Morgan on our eastern border by land or water? If we're going to come up with a solid military strategy the exploration of that space needs priority.

                              Comment


                              • Welcome, Lt. Nahkrinoth

                                I'm withdrawing the idea of going north at this time. We'll learn as much as we can from the gun foils.

                                The issue with fungus is that we only have four formers. Do you want to build a former instead of a recon rover in the near future?

                                The former near BRCM needs to prepare a site for the expansion base worker.

                                One of the former in the South needs to build a road to the next expansion site and prepare a site for the expansion site's first worker.

                                The former near HQ is planting forest to free up a monolith for HQ and North's population growth.

                                One of the reasons for the scout in North is to protect the base from mindworms. Another scout is on or adjacent to each crawler to protect them from mindworms. As for the formers, they cost 20 mins. If we built a military unit solely to protect a former and have to pay a 1 min upkeep, we lose after ten turns (10 min for a scout plus 1 min/turn support).

                                Actually, we're sending North gun foil to determine whether there is a land bridge between us and Morgan.
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